Upcoming Releases

As the sun shines down on the island of Miaui (MEOW-ee), children gather at the beach to stare into the clear depths of the lagoon. Tigerfish, Tuna, and other fish dart in and out of the waves at their feet as the children laugh and try to catch them with their bare hands. Divers grab their gear and prepare to jump in, eager to catch the slippery fish for the evening’s feast.

As the tides change, the lagoon is filled with fish, marking the start of the fishing festival! Outwit your opponents in this quick, hand management game that's fun for the whole family. Miaui is available for pre-order now at our shop!

Select Your Diver

Travel to the island of Miaui for your next game night. The tide has filled the lagoon with fish, large and small, marking the beginning of the fishing festival! In Miaui, 3-6 players can dive into the depths for the biggest catch. Each player will have their choice of Miauian diver. You can choose the young kitten, the grandma cat, the big kahuna, and more! Each cat is ready to leap into the lagoon and catch the best fish to prove their skill.

After selecting your Miauian diver, you will have a hand of cards numbered 1-12. Over 12 rounds, players will dive into the lagoon to catch fish from the shallow, deep, or deepest waters. Each round you will play one card from your hand facedown, thinking carefully about which number to play to catch the fish you want. Playing a 1 indicates a shallow dive, while a 12 is the deepest dive you can do. Managing your hand and deducing what your opponents are playing will be the key to getting the best fish from the lagoon's depths.

Compete for the Best Catch

Each round the tide pulls in new fish, filling the lagoon. Starting with the bottom space and proceeding upward, draw the top card of the fish deck and place it faceup on the lagoon. Now that the lagoon is full, each player will choose one diver card from their hand and place it facedown near the board.

When everyone has chosen a card, all players flip their cards faceup to reveal how deep they chose to dive. Starting with the deepest space and proceeding upward, compare numbers on the revealed diver cards to resolve the three depths.

If two or more diver cards tie for winning a catch, Kiti, the divine tiki, decides who is most deserving of the catch and breaks the tie. Kiti’s arm pointing downward and wearing the red bracelet breaks the deepest or deep depth ties. The tied player who is closest to Kiti in a counterclockwise direction wins the catch. The other arm pointing upward and wearing the blue bracelet breaks the shallow ties. The tied player closest to Kiti in a clockwise direction wins the catch.

In the example below, player one (grandma cat), player two (kitten), and player three (big kahuna) have all played a 9. This is a tie for the deepest space in the lagoon so the tied player closest to Kiti’s right arm wins the Emperor Tuna and discards their diver card facedown. Now two diver cards show the highest number (grandma cat and the kitten both show 9). This is a tie for the deep space in the lagoon. The tied player closest to Kiti’s right arm (the kitten) wins the Tigerfish and discards their diver card facedown. The final two diver cards are compared, and a single diver card shows the lowest remaining number (grandpa cat’s 6). That player wins the Kittenfish, leaving grandma cat with an empty lagoon and no fish to catch this round. Kiti is then moved clockwise to the next space between players and a new round begins.

Will you prove your skill and catch the most fish for the feast? Select your diver and get ready, Miaui will be $24.99 and release in early 2019. Pre-order your copy today!

“If we can make it to the ground, we’ll take the next chance. And the next. On and on until we win. Or the chances are spent.” –Jyn Erso, Rogue One: A Star Wars Story

After years of escalating tensions, the Galactic Civil War finally erupted when members of the fledgling Rebel Alliance mounted a bold attack on the top secret Imperial research facility on Scarif. Soon, you can experience this battle through the eyes of the Rebel forces who fought there. Fantasy Flight Games has announced two new Rebel units for Star Wars™: Legion:

These expansions capture the essence of the Rebel Alliance, giving you everything you need to build a strike team that can quickly infiltrate Imperial lines and complete their mission no matter the cost. Containing a crack unit of elite Rebel soldiers and a new commander bold enough to lead them on even the most dangerous missions, these expansions give you exciting new options for constructing your Rebel army and pushing back against the Empire.

The Imperial Royal Guard is shrouded in mystery. Encased in blood-red robes and peering out from behind featureless masks, these enigmatic warriors do little to reveal their combat prowess. Regardless of the rumors surrounding them, their mere presence and menacing force pikes are all it takes to keep any visitors from making threats against the Emperor.

Soon, you can witness the deft reflexes and superb combat awareness of the Imperial Royal Guards firsthand with the Imperial Royal Guards Unit Expansion for Star Wars™: Legion. These elite warriors are trained in many forms of combat, making them equally lethal up close or from a distance. More importantly, they are unquestioningly loyal to Emperor Palpatine, following his orders without hesitation.

Within the Imperial Royal Guards Unit Expansion, you’ll find everything you need to field a group of these crack bodyguards, including four finely sculpted Imperial Royal Guard miniatures. Additionally, the skills of your Royal Guards can be further enhanced by five upgrade cards, while a unit card and a handful of tokens help you fully integrate them into your army.

Join us today as we get a look at what the Imperial Royal Guards are truly capable of.

“In the beginning there was Nothing. This was not the nothing of the Void, for that is unchanged, unchanging, and unchangeable. This Nothing was the source of all, but first it was empty and alone. After uncountable ages, Nothing realized it was alone, and it became afraid. This created a third of the world. Then Nothing longed for a companion, and this longing created another third of the world. Then Nothing realized what it had done and regretted fear and longing, and the last third of the world was created. Then there was no more Nothing, and in its place was the world.” So it is recorded in the historical writings of the learned Imperial Scribe Miya Chinatsu.

The world of Legend of the Five Ringsis yours to explore—and build—in Emerald Empire, the essential setting sourcebook for the Legend of the Five Rings Roleplaying Game. In this article, we’ll take a look at some of the tools the book offers to Game Masters in particular, including background information on the setting’s history and cosmology, worldbuilding resources, and details to make the setting come alive!

“Two centuries ago, when talk of witch-blood, Satan-worship, and strange forest presences was not laughed at, it was custom to give the reasons for avoiding the locality. In our sensible age—since the Dunwich horror of 1928 was hushed up by those who had the town’s and the world’s welfare at heart—people shun it without knowing exactly why.” –H.P. Lovecraft, The Dunwich Horror

When you first experienced The Dunwich Legacy, you left your city behind for the first time to investigate the disappearances of two of Arkham’s esteemed professors. Your search began with an exploration of Arkham’s Miskatonic University and the Clover Club, before taking you to a remote town on the brink of madness. You thought that you were safe, that the case was closed… but the eyes of Arkham once again turn to you for aid. And this time, the danger is greater than ever.

Before you board the train to Dunwich, you must go back to the beginning and return to Arkham’s seedy underbelly in search of information. Today, Fantasy Flight offers you a closer look at the Return to The House Always Wins scenario from the Return to the Dunwich Legacy upgrade expansion for Arkham Horror: The Card Game, now available for pre-order at our shop!

“We who serve the Iron Bank face death full as often as you who serve the Iron Throne.” –Tycho Nestoris, A Dance with Dragons

In A Game of Thrones: The Board Game, the lords and ladies of Westeros take to the battlefield, fighting for the Iron Throne which has been left vacant following the death of Robert Baratheon. Now, in Mother of Dragons, House Targaryen enters the fray, crossing the Narrow Sea to reclaim their throne. But the Dragon Queen needs men and ships, and she is not alone in these struggles. King Robert left the crown in massive debt, now left to his widow Cersei and the Lannisters, and across Westeros every conflict sinks the realm into deeper financial troubles. If a leader wishes to stake their claim, they may need to seek assistance from an external power…

Today, Fantasy Flight offers you a closer look at the Iron Bank of Braavos in the Mother of Dragons expansion for A Game of Thrones: The Board Game—now available for pre-order at our shop!

Allying yourself with the Empire has many benefits. In addition to the copious profits the Mining Guild reaps from working with the Empire to harvest natural resources throughout the galaxy, it also receives its own complement of TIE fighters and other Imperial weaponry. Distinguished by their bold yellow paint scheme, these TIEs further set themselves apart from their Imperial counterparts with a notch cut in their stabilizers to improve visibility.

The result of these modifications is a TIE uniquely suited to meet the Mining Guild’s needs. Hugging tight to asteroids, these TIEs swoop into action whenever the Mining Guild’s operations are threatened. When it's released as part of the second wave of expansions for X-Wing™, you’ll have the chance to add your own Mining Guild TIE to your Scum and Villainy squadrons with the Mining Guild TIE Expansion Pack.

This expansion contains everything you need to supplement your Scum and Villainy squadrons with one of these nimble fighters. Alongside the beautifully painted Mining Guild TIE miniature featuring the Mining Guild’s distinct paint scheme, you’ll find six ship cards, with four unique pilots ready to protect the Mining Guild’s profits. Your Mining Guild TIE can be further modified with five upgrade cards, while two Quick Build cards provide predefined combinations of pilots and upgrades for you to test all of the ship’s capabilities.

Join us today as we take a closer look at what’s included in the Mining Guild TIE Expansion Pack!

“How many other lies have I been told by the Council? And how do you know that you even have the whole truth?”–Anakin Skywalker, Star Wars: The Clone Wars

The story of the Clone Wars is at once an epic tale of grand battles and sweeping political gamesmanship, as well as a deeply personal saga, featuring stories of courage and loyalty, temptation and redemption. Will the player characters pursue their duty at any cost, or will they question their orders and seek their own destiny?

Rise of the Separatists—coming very soon to a game store near you—aids players and Game Masters alike in exploring the tones and themes of this period of galactic strife, with new mechanics and narrative frameworks to bring to your Star Wars Roleplaying campaigns.

"Caliph Harun al-Hakim has long cast an envious eye on our holdings outside of Rokugan, and when word of our renewed war with the Lion reaches him, he may decide the time has come to raise against us."–Shinjo Altansarnai, letter to the Unicorn

Shinjo Shono is heir to the Khan of Khans, destined to one day lead the Unicorn Clan. But the young warrior is torn with anguish and doubt, haunted by the memory of facing his former betrothed on the field of battle—and leaving her to die. His duty feels like a chain, and he longs for freedom. He soon learns that longing has a cost.

Shono travels west to negotiate with the caliph of al-Zawira and ensure continuing peace between the Nehiri and Unicorn. A single misstep could mean war, but cultural barriers are the least of Shono’s concerns, as he faces duplicity, assassins, betrayal, and even sorcery. Can he find the strength within himself and his allies in this far-off city to secure the Unicorn’s future?

Fantasy Flight Games is proud to announce Across the Burning Sands by Daniel Lovat Clark, a new novella set in the world of Legend of the Five Rings and focusing on the Unicorn Clan!

Across the Burning Sands features a full 110 page novella, a sixteen-page full-color insert detailing the history of the Unicorn Clan, and two alternate art cards for use with Legend of the Five Rings: The Card Game!